>>7923I HAVE A MAP
Rules
Gets
0-2: 0 Regions
3-5: 1 Regions
6-8: 2 Regions
9: 3 Regions
Dubs: 4 Regions
Trips/Pali: 6 Regions (Ignores limit on territory gained by initial interplanetary invasion)
Quads: 9 Regions
Summary: It's like normal risk, except invading other planets is harder. You have to construct a teleporter and a space fleet carrying a beacon which is landed on the planet (so you don't teleport your army into a vacuum.) From that point, you can teleport your armies at will.
Here's an example of how you should post:
Name:Tripcode
>Home-Planet (and any bonuses active)>Race (and any bonuses active)>+1 Capital bonus (if applicable)Capitals: The starting region of a player is their capital. A capital grants an additional region to a player's next roll if they roll a 0, 1 or a 2; if a player loses their capital the bonus is lost and they can only use rolls from 5-9 (a roll of 3 or 4 provides no regions to attack or defend with.) A capital is permanent. If you capture an opponent's capital your bonus is doubled (up to 2, you can not have a bonus of 4.)
Note for offensive actions: If you would like to attempt to capture territory regardless of land lost elsewhere, please state "Devote this roll to offense" it is assumed that your roll is prioritized for defense otherwise.
Alliances: Alliances are non-binding, but recommended; non-aggression pacts are of a non-binding nature as well.
Note for alliances: An ally can "Donate" his roll to you, if an ally rolls a 9 the recipient can use up to 3 of the ally's regions- the ally does not receive any of the captured territory. To send forces to an ally, the sender must have a teleporter and access to a beacon on either the opponent's planet or the ally's planet (the ally's planet would be the recipient of the forces if the ally was fending off an interplanetary invasion.)
Interplanetary invasions: To invade another planet requires the construction of first a teleporter and then an interstellar fleet with a beacon to be landed and linked to the teleporter. It is possible, though not recommended, to first construct the beacon on one's home planet, or even a hostile player's planet- it is feasible that this could aid an ally who has already constructed the initial teleporter on their home planet. Be careful providing players access to a beacon in your capital, alliances are non-binding and it is possible they could invade your capital and capture your beacon; if a player is betrayed and their previous ally fails to capture the capital on the first attempt the traitor's access to that beacon is cut off and they will have to revert to a standard invasion.
You can only capture one region during the initial roll of *any* interplanetary invasion. You can not choose to land a beacon on territories including or adjacent to an opponent's capital, in extreme cases exceptions may be made to this rule. This rule DOES NOT apply if the invasion is rolled with trips+.
Constructing a teleporter: To construct the first teleporter in the game requires a roll of 8 or higher, subsequent teleporters will only require a roll of 7 or higher; if the roll to construct a teleporter fails, it can not be redirected, or rerolled. A teleporter is always constructed at the capital.
Constructing a beacon: A beacon with no escort-an unguarded fleet- requires a roll of 5 or higher to construct, if the attempt fails the roll is wasted. To construct a beacon on one's own planet requires a roll of 4 or higher- it is impossible for one player to use another's beacon without permission, unless it is captured. A beacon, if built on one's home planet, is set at a player's own capital, or it is constructed at the site of the initial invasion (which can not be the opposing player's capital.) If the planet subject to the invasion has prepared an orbital defense (4+), or rolls a successful unprepared orbital defense (7+), the invasion will fail. To construct a beacon, and military vessels capable of destroying orbital defences requires a roll of 8 or higher, and only an orbital defense on high alert (8+) will be able to stop the invasion fleet.